Father, Hacker (Information Security Professional), Open Source Software Developer, Inventor, and 3D printing enthusiast

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Joined 2 years ago
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Cake day: June 23rd, 2023

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  • If a treatment relies on advertising then it probably isn’t very effective. In fact, there’s boatloads of treatments that get approved by the FDA because they meet the minimum standard of “not going to kill someone right away and some folks showed a minor improvement.” It doesn’t mean they’re any good or worth trying just because you heard about them in an ad.

    Not only that but doctors know about all the treatments for the things they specialize in. You think they’re living under a rock‽ They know about that treatment X that’s being advertised everywhere but they also know that it didn’t show an efficacy at all at treating your specific condition(s) or they’ll know that the risk it carries outweighs the potential benefits.

    Doctors know 10,000 times more than you (or health insurers!) do about what’s medically necessary and/or effective. If a patient suggests a treatment don’t be surprised if the doctor’s eyes roll. “Here we go again.”

    Ads for prescription medications are a huge waste of money and they also waste doctors time explaining why they’re not a good idea for all the zillions of patients that “ask their doctor” about them.







  • Could be a bug in Nautilus though it’s so mature now that would be strange. I’d report it to their repo (don’t have the link and I’m on my phone but it should be easy to find).

    ext4 supports various filename encodings (simultaneously, even!) but sometimes when you copy a file from one destination to another in a batch with mixed encodings you can end up with situations like this. Especially from within a GUI.

    Does the problem occur when you copy each file one by one or only in batch?





  • It is impossible to do these types of checks on serverside.

    If the client can make a determination as to whether or not to draw a player the server can too (and refuse to send those packets). It’s not impossible, just more computationally intensive and thus, more expensive (on the server side of things).

    Naive way: Render exactly what the player will see on the server. Do this for every client and only send the data to the client if the another player enters the view.

    More intelligent way: Keep track of the position and field of view of each player and do a single calculation to determine if that player can see another. If not, don’t send the packets. It will require some predictions but that’s no different than regular, modern game-specific network programming which already has to do that.

    Servers these days have zillions of cores. It really isn’t too much to ask to dedicate a thread per player to do this kind of thing. It just means that instead of one server being able to handle say, 500 simultaneous players you can only handle say, 100-250 (depending on the demands of your game).

    If your players host their own servers then it’s really no big deal at all! Plenty of cores for their personal matches with their friends or randos from the Internet. If you’re a big company with a game like Fortnite then it’s a huge burden compared to the low-effort system currently in place.